Difference between revisions of "Knight (FiD)"
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{{FiD}} | {{FiD}} | ||
− | The Fighter is the embodiment of physical prowess, martial skill, and sheer force of will. Whether honed on the battlefield, in gladiatorial arenas, or through a life of rigorous training, the Fighter stands at the forefront of conflict. You might be a seasoned | + | The Fighter is the embodiment of physical prowess, martial skill, and sheer force of will. Whether honed on the battlefield, in gladiatorial arenas, or through a life of rigorous training, the Fighter stands at the forefront of conflict. You might be a seasoned knight, a swordmaster trained in ancient martial techniques, or a brawler whose fists speak louder than words. |
An adaptation of the Cutter. | An adaptation of the Cutter. | ||
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'''Special Abilities'''<br> | '''Special Abilities'''<br> | ||
− | # '''Battleborn:''' You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight. | + | # '''Battleborn:''' You may expend your '''special armor''' to reduce harm from an attack in combat or to push yourself during a fight. |
# '''Bodyguard:''' When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1d. | # '''Bodyguard:''' When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1d. | ||
# '''Ghost Fighter:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. | # '''Ghost Fighter:''' You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat. | ||
− | # '''Mule:''' Your load limits are higher. Light: | + | # '''Mule:''' Your load limits are higher. Light: 4. Normal: 8. Heavy: 12. |
− | # ''' | + | # '''Heroism:''' When you push Command, Skirmish, or Wreck, youcan do one of the following: ''perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat—make yourself heard far away.'' |
# ''' Savage:''' When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d. | # ''' Savage:''' When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d. | ||
− | # ''' Vigorous:''' | + | # ''' Vigorous:''' Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls. |
# '''Warlord:''' When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain potency and 1 armor. | # '''Warlord:''' When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain potency and 1 armor. | ||
'''Dangerous Friends | '''Dangerous Friends | ||
: ˄ ˅ Cade, a vicious thug. | : ˄ ˅ Cade, a vicious thug. | ||
− | : ˄ ˅ Gray, an | + | : ˄ ˅ Gray, an armorer. |
− | : ˄ ˅ Marlen, a | + | : ˄ ˅ Marlen, a soldier. |
: ˄ ˅ Rune, a cold killer. | : ˄ ˅ Rune, a cold killer. | ||
: ˄ ˅ Voss, a physicker. | : ˄ ˅ Voss, a physicker. | ||
'''Items | '''Items | ||
− | : ☐ Fine hand weapon. | + | : ☐-☐ Breastplate (functions as armor). |
+ | : ☐, ☐ Fine hand weapon. | ||
: ☐-☐ Fine heavy weapon. | : ☐-☐ Fine heavy weapon. | ||
− | : | + | : ■ Coat or arms or badge that reduces stress cost of a group action you lead by 1. |
− | : ☐ | + | : ☐ Shield (functions as armor, takes one hand). |
− | |||
'''XP | '''XP | ||
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: Skirmish 2 | : Skirmish 2 | ||
: 4 points by choice, no higher than 2 in any one | : 4 points by choice, no higher than 2 in any one | ||
+ | |||
+ | '''Gather Information | ||
+ | * How can I hurt them? | ||
+ | * Who's most afraid of me? | ||
+ | * Who's most dangerous here? | ||
+ | * What do they intend to do? | ||
+ | * How can I get them to [X]? | ||
+ | * Are they telling the truth? | ||
+ | * What's really going on here? |
Revision as of 19:37, 2 September 2024
Starfox's Blades in the Dark fan page |
The Fighter is the embodiment of physical prowess, martial skill, and sheer force of will. Whether honed on the battlefield, in gladiatorial arenas, or through a life of rigorous training, the Fighter stands at the forefront of conflict. You might be a seasoned knight, a swordmaster trained in ancient martial techniques, or a brawler whose fists speak louder than words.
An adaptation of the Cutter. Unlike a D&D fighter, this version is not automatically versed in ranged combat. A paladin is usually a fighter multiclassed into Chosen.
Special Abilities
- Battleborn: You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
- Bodyguard: When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1d.
- Ghost Fighter: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat.
- Mule: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
- Heroism: When you push Command, Skirmish, or Wreck, youcan do one of the following: perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat—make yourself heard far away.
- Savage: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
- Vigorous: Ignore the penalties from level 1 harm. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
- Warlord: When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain potency and 1 armor.
Dangerous Friends
- ˄ ˅ Cade, a vicious thug.
- ˄ ˅ Gray, an armorer.
- ˄ ˅ Marlen, a soldier.
- ˄ ˅ Rune, a cold killer.
- ˄ ˅ Voss, a physicker.
Items
- ☐-☐ Breastplate (functions as armor).
- ☐, ☐ Fine hand weapon.
- ☐-☐ Fine heavy weapon.
- ■ Coat or arms or badge that reduces stress cost of a group action you lead by 1.
- ☐ Shield (functions as armor, takes one hand).
XP
- Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
- You addressed a challenge using violence or coercion.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Command 1
- Skirmish 2
- 4 points by choice, no higher than 2 in any one
Gather Information
- How can I hurt them?
- Who's most afraid of me?
- Who's most dangerous here?
- What do they intend to do?
- How can I get them to [X]?
- Are they telling the truth?
- What's really going on here?